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render.PushFilterMag#561105

<function name="PushFilterMag" parent="render" type="libraryfunc"> <description>Pushes a texture filter onto the magnification texture filter stack. See also <page>render.PushFilterMin</page> and <page>render.PopFilterMag</page>. </description> <realm>Client and Menu</realm> <args> <arg name="texFilterType" type="number">The texture filter type, see <page>Enums/TEXFILTER</page></arg> </args> </function> <example> <description>Anisotropic Filtering (This is not antialiasing)</description> <description>Showcases the difference between different filtering modes.</description> <code> render.PushFilterMag( TEXFILTER.ANISOTROPIC )⤶ render.PushFilterMin( TEXFILTER.ANISOTROPIC )⤶ ⤶ -- Render stuff here⤶ ⤶ render.PopFilterMag()⤶ render.PopFilterMin()⤶ -- Calling Material() every frame is quite expensive⤶ -- So we call it once, outside of any hooks, and cache the result in a local variable⤶ local ourMat = Material( "entities/sent_ball.png" )⤶ local sizeBig = 500⤶ local sizeSmall = 100⤶ local pos = 100⤶ ⤶ local filtes = {}⤶ filtes[ TEXFILTER.NONE ] = "NONE"⤶ filtes[ TEXFILTER.POINT ] = "POINT"⤶ filtes[ TEXFILTER.LINEAR ] = "LINEAR"⤶ filtes[ TEXFILTER.ANISOTROPIC ] = "ANISOTROPIC"⤶ ⤶ hook.Add( "HUDPaint", "PutAUniqueHookNameHere", function()⤶ surface.SetDrawColor( 255, 255, 255, 255 ) -- Set the drawing color⤶ surface.SetMaterial( ourMat ) -- Use our cached material⤶ ⤶ local filter = math.floor( CurTime() % 4 )⤶ ⤶ render.PushFilterMag( filter )⤶ render.PushFilterMin( filter )⤶ ⤶ -- Actually draw the rectangle with a magnification filter⤶ surface.DrawTexturedRect( pos, pos, sizeBig, sizeBig )⤶ ⤶ -- Actually draw the rectangle with a minification filter⤶ surface.DrawTexturedRect( pos + sizeBig + 1, pos, sizeSmall, sizeSmall )⤶ ⤶ render.PopFilterMin()⤶ render.PopFilterMag()⤶ ⤶ draw.SimpleText( filtes[ filter ], "ChatFont", pos + 1, pos + 1, color_white )⤶ ⤶ end )⤶ </code> <output><upload src="70c/8dc3a1e216d7866.gif" size="1659874" name="hl2_eKnL9y0wEk.gif" /></output>⤶ </example>